Chapter 16
Quick Reference
Everything you need at the table
Core Mechanics
The Roll
- Roll d100 ≤ target = success
- 01 = always a critical success
- 00 = always a fumble
- Crit range: 1 point per 25% of target, counted down from 01
- Opposed: both roll, larger margin wins; one success beats one failure
Skill Targets
Target = ((10 + stat) × level) + 30
Unskilled = (5 + stat) × 5
| Stat | Full Name | Range |
|---|---|---|
| BR | Brawn | −3 to +3 |
| PC | Physical Coordination | −3 to +3 |
| IN | Intellect | −3 to +3 |
| SP | Social Prowess | −3 to +3 |
| AW | Awareness | −3 to +3 |
| PW | Power | −3 to +3 |
Damage & Recovery
Wound Track
HP per tier = 7 + BR
| Tier | Penalty |
|---|---|
| OK | — |
| Harmed | −10% to all rolls |
| Maimed | −25% to all rolls |
| Incapacitated | −50% to all rolls |
Wound and exhaustion penalties stack.
Exhaustion Track
EP per tier = 7 + PW
| Tier | Penalty |
|---|---|
| OK | — |
| Wearied | −10% to all rolls |
| Drained | −25% to all rolls |
| Overwhelmed | −50% to all rolls |
Death Saves
- Triggered when reduced below 0 HP in Incapacitated tier
- Every 3 counts, roll d100
- Under 50 = hold | Over 50 = fail | 3 fails = dead
- 01 = stabilize | 00 = instant death
- Medicine (speed 5) stabilizes | Mend spell heals
Recovery
| Type | Rate |
|---|---|
| HP (natural) | 1d4 per hour of rest |
| HP (medical care) | 1d4 + 1d4 per hour |
| EP (natural) | 1d8 per hour of rest |
Spellcasting
Casting Basics
- Each spell has a fixed casting time → roll d100 against casting target → tier determined by margin
- Concentration check (if interrupted): (PW + 4) × 10
- Cancel a spell: pay ½ Weak EP cost, 10% backlash chance (burn only, no wild effect)
| Margin Under Target | Tier Achieved |
|---|---|
| 1–10 | Weak |
| 11–30 | Standard |
| 31–50 | Strong |
| 51+ | Spectacular |
| Over target | Misfire |
Scholarly Casting
- Roll 1d100
- Access to all 6 schools
- Learned spells only (spellbook)
- Can freely choose a lower tier than rolled
- Spells known: 7 + PW
Wild Casting
- Roll 2d100, use the one farther from target
- +10 bonus to casting target
- Access to selected schools only
- Know all spells in accessible schools
- Limited tier suppression based on skill level
Backlash
| Tier | Scholarly | Wild |
|---|---|---|
| Weak | 5% | 10% |
| Standard | 10% | 15% |
| Strong | 15% | 20% |
| Spectacular | 25% | 30% |
Checked on every cast (success or misfire). On backlash: 1d4 physical damage + 25% chance of wild effect. Wild effect residue persists until long rest after effect fades.
Misfire & Push
- Misfire (roll over target): pay misfire EP, suffer misfire effect, 0 accumulation
- Push It: +1 tier; cost = ½ current EP + full pushed EP; 2× backlash chance
Aetheric Balance
- Spells shift Aetheric: +1/+2/+3/+4 by tier
- Galvanic weapons shift Galvanic: −rating per shot (1–3)
- Eff. Reliability = Base − (net × 2)
- Eff. Casting = Base + (net × 2)
- Each side helps its own and hurts the other
- Decays 1 point/min toward zone baseline
Spellcasting Flowchart
flowchart TD
A(["Declare spell, begin casting"]):::start --> B["Wait casting time"]
B --> C{Interrupted?}
C -- Yes --> D["Roll concentration check"]
D -- Pass --> E
D -- Fail --> CANCEL["Spell fizzles"]:::warn
C -- No --> E["Roll d100 vs target"]
E --> F{Success?}
F -- Yes --> G["Check margin for tier"]
F -- No --> MISFIRE["MISFIRE"]:::bad
G --> H{Push +1 tier?}
H -- No --> I["Pay EP, apply effect"]
H -- Yes --> PUSH["Pay extra EP"]
PUSH --> I
I --> J{Backlash check}
J -- Pass --> K(["Spell complete"]):::good
J -- Fail --> L["Backlash! 1d4 HP"]:::warn
L --> M{25% wild effect?}
M -- No --> K
M -- Yes --> N["Roll wild effect"]:::warn
N --> K
MISFIRE --> MJ{Backlash check}
MJ -- Pass --> MK(["Misfire resolved"]):::bad
MJ -- Fail --> ML["Backlash! 1d4 HP"]:::warn
ML --> MM{25% wild effect?}
MM -- No --> MK
MM -- Yes --> MN["Roll wild effect"]:::warn
MN --> MK
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Combat
Timing Track
- Declare action → place token at current count + action speed
- Resolve when the count reaches the token
- Declaration order: lowest PC first (best reactions declare last)
Active Defense
- Melee/Brawl/Athletics opposed roll
- Costs +2 speed on your next action
- Parrying tag: +10% to defense roll
- Shields: passive soak (Ballistic or Martial)
Armor
| Type | Stops |
|---|---|
| Ballistic soak | Firearms damage |
| Martial soak | Melee damage |
- If damage exceeds soak: 25% chance of degradation (−1 soak)
- Crushing tag: 50% degradation chance
- Hinder: −5%/pt to PC, Athletics, Stealth, Swimming; +1 cast speed/pt
Range & Cover
| Band | Modifier |
|---|---|
| Close | Melee range |
| Near | No modifier |
| Far | −10% |
| Distant | −20% |
- Sprint: speed 3 to move one band
- Partial cover: −10% | Heavy cover: −20%
- Firing into melee: −10%
Malfunction
- Always roll Reliability first (d100 roll-under), then roll Ranged to hit
- Eff. Reliability = Base − (net balance × 2)
| d10 | Severity | Effect |
|---|---|---|
| 1–5 | Click | Weapon doesn’t fire, lose action |
| 6–7 | Jam | Weapon jammed, must clear (speed 3) |
| 8 | Misfire | Round fires wildly, random direction |
| 9 | Mechanical Failure | Weapon needs repair, unusable |
| 10 | Catastrophic | Weapon destroyed, 1d6 damage to wielder |
Galvanic weapons: +1 to severity roll.
Combat Flowchart
flowchart TD
START(["New count"]):::start --> CHECK{Tokens here?}
CHECK -- No --> ADV["Advance count"]
ADV --> START
CHECK -- Yes --> RESOLVE["Resolve actions"]
RESOLVE --> TYPE{Attack type?}
TYPE -- Melee --> MROLL["Roll vs Melee/Brawl"]
TYPE -- Ranged --> RROLL["Roll vs Ranged"]
TYPE -- Firearm --> REL["Roll Reliability"]
TYPE -- Spell --> SPELL["See Spell Flowchart"]:::spell
REL --> RELCHECK{Pass?}
RELCHECK -- Fail --> MAL["MALFUNCTION"]:::bad
RELCHECK -- Pass --> FROLL["Roll vs Firearms"]
MROLL --> HIT{Hit?}
RROLL --> HIT
FROLL --> HIT
HIT -- Miss --> DECLARE
HIT -- Hit --> DMG["Roll damage"]
DMG --> SOAK["Subtract armor soak"]
SOAK --> APPLY["Apply to wound track"]
APPLY --> DEGRADE{Damage > soak?}
DEGRADE -- No --> DECLARE
DEGRADE -- Yes --> DEG["Armor may degrade"]
DEG --> DECLARE
MAL --> DECLARE(["Declare next action"]):::start
DECLARE --> START
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